nAo said:I can comment on Xenos since I haven't signed any NDA with Microsoft: Xenos supports FP16 HDR with MSAA, but it can't automatically resolve the frame buffer whilst dumping it out to the external memory. One needs to download that tile into main ram and to resolve it using a pixel shader.
nAo said:Unfortunately this is not true, the most noticeable tread off we made is trading ALU ops for memory storage and bandwidth.
nAo said:Unfortunately this is not true, the most noticeable tread off we made is trading ALU ops for memory storage and bandwidth.
blending is not possible, but MSAA is possible.Titanio said:That's interesting to know. I thought blending on FP16 wasn't possible? Perhaps that's a disjoint issue.
YesSure, but I meant in terms of dynamic range for your lighting vs FP16 - purely in terms of the HDR. It's roughly equivalent or better in some instances, yes?
RSX has a lot of computational units, there's nothing wrong to put bit more pressure on themI guess it was a design decision that HDR was more important than whatever those additional ALU ops would/could have provided? How would you chracterize the amount of ops your HDR implementation eats up?
Titanio said:What does options available in PC software have to do with RSX? The incentive may not be there to implement a solution for a select few nVidia cards in the PC space, but in a closed box, you can tune your approach to one set of hardware you know everybody has.
nAo said:RSX has a lot of computational units, there's nothing wrong to put bit more pressure on them
nAo said:The amount of clock cycles per pixel can vary cause sometimes the hw can pair and/or co-issue more or less istructions. A typical cost is four 4 cycles, sometimes is 3..some other is 5 or 6. To be fair I did not bother to optmize it yet.
Appplying it on every pixel of a 720p image would take 2%-3% of a single frame time (60 fps),expletive said:For the uninitiated, is that: a lot, a fair amount, not much, or inconsequential?
Brimstone said:Microsoft and ATI optomized their 360 hardware to achieve full throtle performance given the limitations of the console enviroment. It's one of the reasons why the 360 has 10mb of eDRAM with the ROPS and other circutry combined to allow for A.A. + HDR without slowing down the rest of the GPU.
At the end of the day, programmers aren't going to be able to create more bandwidth and processing power than a system has.
nAo said:Appplying it on every pixel of a 720p image would take 2%-3% of a single frame time (60 fps)
nAo said:AFAIK KZ renderer is fairly different from HS renderer and makes perfctly sense for them to not use our color space, but it's not an issue related to lighting requirements, in fact we support a VERY broad (and accurate!) range , thousand times broader than FP10 on Xenos.
You're right, but I made my estimation not using the final clock..emh..Titanio said:Hehe, that's what I came up with (well, 1.666*% for a 4-cycle cost)..I assumed the cost was once per pixel per frame? Rather than with every write to the pixel?
Unfortunately in this case I can't/I do not want to explain it, sorryscooby_dooby said:So the renderer is what determines whether or not NAO32 is a viable alternative? Can you explain that a little further?
nAo said:You're right, but I made my estimation not using the final clock..emh..
Titanio said:I don't see how this answers my query. The status of PC software with HDR & MS/FSAA being either/or need not apply with PS3 games necessarily, and whether you can do MSAA or not doesn't affect your dynamic range, which seemed to be your concern.
Brimstone said:FSAA + HDR is one more thing that PS3 developers will have to devote more time on to get working (jump thru hoops), while XB360 developers aren't going to sweat the details as much.
The reality is FSAA + HDR on the 360 is going to be quicksilver fast regardless of game style and should allow for other cool effects to be running at the same time.
Mmmkay said:Okay after looking at that higher quality Warhawk footage, it appears to have HDR. During the speech they mention that it uses 4xAA. P.s. Clouds, oh my the clouds!
I wonder if nAo32 has been SCE WWS's village bicycle?
Titanio said:I don't see how this answers my query. The status of PC software with HDR & MS/FSAA being either/or need not apply with PS3 games necessarily, and whether you can do MSAA or not doesn't affect your dynamic range, which seemed to be your concern.
Programmers can't magic up more bandwidth, but depending on requirements, they can indeed get dynamic range better than the hardware-supported solution you hold out, with MSAA, on PS3 Even using the 'easy route' of a FP16 buffer yields you excellent HDR - if that is indeed your concern - whatever about AA.
Hehe, that's what I came up with (well, 1.666*% for a 4-cycle cost)..I assumed the cost was once per pixel per frame? Rather than with every write to the pixel?
nAo said:4 clock cycles * 60 (fps) / 550.000.000 Hz / 24 * 921600 pixels * 100 = 1.67%
mckmas8808 said:No seriously I would really like to know if nAo32 is really being used in SCE WWS? Because HDR and 4x AA on a launch game is great for a GPU that's said not to be able to do it.